Re: General 3.5 Core balance fix (3.5 Core, PEACH)

All of the following may be taken as fighter bonus feats.
Greater Two-weapon Fighting no longer exists; its functionality has been absorbed into Two-weapon Fighting.

Take the Blow:

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Prerequisites: Con 13, Armor Proficiency (Medium)Benefit: Whenever you are attacked and not deprived of your Dexterity bonus to AC, you may choose to give up a number of points of Dodge bonus or Dexterity bonus to AC in order to gain damage reduction. The number of points given up may not exceed the AC bonus granted by your armor (including Enhancement bonuses.) When wearing light armor or using a Mage Armor spell or Bracers of Armor, you gain DR 1/- for every 2 points of AC bonus given up. When wearing medium armor, you gain DR 1/- for every point of AC given up, and when wearing heavy armor you gain DR 2/- for every point of AC given up, provided you are proficient in heavy armor. This DR stacks with all others.
The DR from this feat is applied before bonus damage from sneak attacks and critical hits; if the DR reduces the damage taken to 0, the bonus damage is not applied.
For purposes of this feat, mithral armor is considered to be the same category (light, medium, heavy) as a non-mithral version of the same armor, but heavy armor proficiency is still needed to gain DR equal to 2 times the AC bonus given up.
A Dexterity bonus to AC that would be lost due to heavy armor may not be given up in order to use this feat.

Armor Mastery:

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Prerequisites: Armor Proficiency (Medium), BAB +16Benefit: Your speed is not decreased when wearing medium or heavy armor. In addition, you may treat armor as one category lighter (to a minimum of light armor) for purposes of allowing class features and feats to be used. You only get the benefit of this feat when wearing armor you are proficient with.

Combat Expertise:

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Prerequisite: Int 13.Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of any number up to your BAB on your attack roll and add the same number as a dodge bonus to your Armor Class. The changes to attack rolls and Armor Class last until your next action. This feat may not be used in conjuction with fighting defensively.
In addition, when using the total defense action, you gain an additional dodge bonus equal to 2 less than your BAB (minimum 0). This additional bonus is not increased by 50% for someone with 5 ranks in Tumble.Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.

Improved Defense:

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Prerequisites: Int 13, 5 ranks Tumble.Benefit: The dodge bonus gained from fighting defensively, from the total defense action, and from using the Combat Expertise feat is doubled. This stacks with all other increases; as usual, two doublings equals a tripling, and so on.

Greater Disarm:

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Prerequisites: Int 13, Combat Expertise, Improved Disarm, BAB +6.Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent; this bonus stacks with that from Improved Disarm.

Greater Feint:

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Prerequisites: Int 13, Combat Expertise, Improved Feint, BAB +6.Benefit: When making a Bluff check in order to feint, you may use your BAB instead of your ranks in Bluff.

Greater Trip:

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Prerequisites: Int 13, Combat Expertise, Improved Trip, BAB +6.Benefit: When you attempt to trip an opponent, the opponent must use its Dexterity modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to trip your opponent; this stacks with the bonus from Improved Trip.Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.Special: When you make a trip attack granted by the Knockdown feat, the opponent may use its Strength modifier to oppose your Strength check even if you have this feat. You still get the +4 bonus to the check.

Dodge:

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Prerequisites: Dex 13Benefit: During your action, you designate an opponent. You receive a dodge bonus to Armor Class against attacks from that opponent equal to the sum of your dodge and dexterity bonuses to AC from other sources (minimum 1, maximum 5). You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Improved Dodge:

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Prerequisites: Dex 13, DodgeBenefit: When attacked by an enemy in melee, the attacker must add its Dexterity modifier to the attack roll instead of its Strength modifier. Your Armor, Shield, Natural Armor, and Deflection bonuses to AC are reduced by a proportion equal to the ratio of the attacker's Strength score and Dexterity score.Normal: A melee attacker adds its Strength modifier to the attack roll, unless it has the Weapon Finesse feat or is incorporeal.Special: This feat only functions when it is of benefit to you, whether you are aware of the situation or not. It does not function when you use Take the Blow.

Improved Mobility:

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Prerequisites: Dex 13, Dodge, Mobility, BAB +2Benefit: You gain 5 ranks in Tumble. These ranks do not stack with those bought for skill points, but work normally with respect to skill checks, synergies, and prerequisites.

Improved Critical:

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Choose one type of weaponPrerequisites: Proficient with weapon, BAB +8; see Special.Benefit: When using the weapon you selected, your threat range is doubled.Special:You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesnít stack with any other effect that expands the threat range of a weapon, except for the Deadly Aim feat.
When the selected weapon is a piercing thrown weapon (or can be used as such), or is a projectile weapon with ammunition that does piercing damage, Improved Critical may be taken with a BAB of less than +8 (but at least +1). If the weapon can also be used as a melee or non-piercing weapon, Improved Critical does not apply to it in that capacity until you have BAB +8 or higher.

Greater Grapple:

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Prerequisites: Dex 13, Improved Unarmed Strike, Improved Grapple, BAB +6.Benefit: When making an opposed Grapple check against an opponent, you may halve all strength bonuses, size bonuses, and BAB deriving from racial hit dice, as well as the bonus gained from a barbarian's Grappler ability, for both you and your opponent. You also gain a +4 bonus on all grapple checks; this stacks with the bonus from Improved Grapple. In addition, you do not automatically fail to start a grapple against an opponent two or three sizes larger than you (but you do fail against an opponent four or more sizes larger than you.)

Mounted Combat:

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Prerequisite: Ride 1 Rank.Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponentís attack roll. (Essentially, the Ride check result becomes the mountís Armor Class if itís higher than the mountís regular AC.) For every 5 ranks in Ride you have beyond the first, you may attempt to negate an additional hit each round in this manner, but the second such attempt takes a -5 penalty to the ride check, the third takes a -10 penalty, and so on.

Ride-By Attack:

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Prerequisites: Ride 1 Rank, Mounted Combat.Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round canít exceed double your mounted speed. If you choose to exercise this option, you and your mount do not provoke an attack of opportunity from the opponent that you attack, and you need not attack from the closest square from which you threaten the opponent.

Point Blank Shot:

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Benefit: You get a +1 bonus on attack and damage rolls, and an additional +5 on attack rolls to confirm critical hits, with ranged weapons at ranges of up to 30 feet.

Deadly Aim:

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Choose one type of ranged weapon with which you have taken the Improved Critical feat.Prerequisites: Point Blank Shot, Improved Critical with selected weapon, BAB +1Benefit: You may take a penalty of -1 to your attack roll with a selected ranged weapon in order to double your critical threat range. This doubling stacks with that granted by Improved Critical; as usual, two doublings equal a tripling.
You may apply this feat multiple times to a single attack, up to a maximum penalty equal to your BAB.
If Improved Critical does not apply to an attack, neither does Deadly Aim.Special: When using more than one feat that allows you to take a penalty up to your BAB to your attack roll in order to gain other bonuses, the total penalty to your attack roll may not exceed your BAB.

Improved Deadly Aim:

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Choose one type of ranged weapon with which you have taken the Deadly Aim feat.Prerequisites: Point Blank Shot, Improved Critical with selected weapon, Deadly Aim with selected weapon, BAB +8Benefit: When using Deadly Aim, you may choose to decrease your threat range by 2 (so a 17-20 threat range would become 19-20) in order to increase your critical multiplier by 1. You may apply this ability as many times as you wish to a single attack. If your weapon has a base critical modifier of X3, you may decrease your threat range by 1 to increase your critical multiplier by 1.

Precise Shot:

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Prerequisite: Point Blank ShotBenefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. In addition, whenever you make a ranged attack you can choose a single ally; this ally gives no soft cover to your target.

Parry:

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Prerequisite: BAB +4Benefit:Whenever you attack with a melee weapon, you can elect not to take one or more of your attacks. At any time before your next turn, you can attempt to parry a melee attack against you that would do slashing or crushing damage. To parry the attack, make an attack roll, using the same bonuses and penalties as an attack you chose to forego during your previous action. Do not apply penalties due to fighting defensively or using Combat Expertise. If your attack roll is greater than the roll of the attacking creature, the attack automatically misses. If your attack roll exceeds the opponent's attack roll by 5, you may choose to bind the opponent's weapon, preventing both it and your weapon from being used until the end of the opponent's next turn.SpecialYou take a -4 penalty on the attack roll to parry an attack that would do crushing damage.
You may not parry an attack against which you would not be entitled to a Dexterity bonus to AC.
You may parry more than one attack each round, but each one must use a different foregone attack.
You must choose to parry an attack before the attack roll has been made.
You may not parry with a natural weapon. In order to bind a natural weapon, you must exceed the opponents attack roll by at least 10.
You may not parry while using the Rapid Attack feat.

Improved Parry:

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Prerequisites: Parry, Combat Reflexes, BAB +11Benefit:You may spend an attack of opportunity to parry an attack. You take a -4 on the attack roll to parry when used in this manner.

Greater Bull Rush:

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Prerequisites: Str 13, Power Attack, Improved Bull Rush, BAB +6.Benefit: When you attempt to bull rush an opponent, you may negate all modifiers for size and stability for both you and your opponent. You also gain a +4 bonus on the opposed Strength check you make to push back the defender; this stacks with the bonus from Improved Bull Rush.

Greater Overrun:

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Prerequisites: Str 13, Power Attack, Improved Overrun, BAB +6.Benefit: When you attempt to overrun, your opponent must use his Strength modifier to oppose your Strength check. You also gain a +4 bonus on your Strength check to knock down your opponent; this stacks with the bonus from Improved Overrun.Normal: The opponent may use either its Strength modifier or Dexterity modifier, whichever is higher, to oppose your Strength check.

Greater Sunder:

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Prerequisites: Str 13, Power Attack, Improved Sunder, BAB +6.Benefit: When you destroy an item, you can choose to destroy it with a clean break. An item destroyed with a clean break can be repaired using the craft skill (restoring any magical properties) as though it were only damaged, although magical repair treats it as broken. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character; this stacks with the bonus from Improved Sunder.

Penetrating Blow:

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Prerequisites: Str 15, Power Attack.Benefit: When making a melee attack, you may choose to ignore armor and natural armor bonuses to AC. If you do so, the damage is reduced by an amount dependent on the target's armor or natural armor: Light armor, force armor (such as a Mage Armor spell or bracers of armor), or the natural armor of a creature without a particularly tough hide, reduce the damage by an amount equal to the AC they would normally grant. Medium armor (including mithral versions of medium armor), or the natural armor of a creature with a tough hide or scales, reduce the damage taken by twice the bonus they normally grant to AC. Heavy armor (or a mithral version thereof) or the natural armor of a creature with a carapace or exoskeleton reduces the damage by three times the normal bonus to AC.Special: If using this feat causes the damage done, excluding precision damage, to be reduced to 0 or lower, the attack does no damage.
When wielding a metal bludgeoning weapon, the damage cannot be reduced to less than your strength modifier. You still lose the benefit of precision damage if the damage would otherwise be reduced to 0 or less.

Shield Mastery:

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Prerequisite: Shield ProficiencyBenefit: If an enemy misses you with a melee weapon while you are wielding a shield you are proficient in, and the enemy's natural roll is equal to your shield bonus to AC or less, the enemy may neither attack nor threaten with that weapon until the beginning of his next turn. If this causes the enemy to not threaten any square, he provokes an attack of opportunity from you.Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability with a shield that gives no AC bonus against the attack for any reason.

Warder:

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Prerequisite: Shield Proficiency, BAB +4Benefit: When wielding a light shield or medium shield you give half your shield bonus to AC as a shield bonus to the AC of all adjacent allies. When using a tower shield, you give an AC bonus equal to your Shield bonus to AC.Special: You may only use this ability with a shield you are wielding (not an animated shield). You also may not use this ability against an attack against which you would not be entitled to both your shield bonus and dodge bonus (if it targeted you).

Improved Warder:

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Prerequisite: Shield Proficiency, Warder, BAB +8Benefit: You may add your dodge and Dexterity bonuses (if any) to your shield bonus when determining the bonus granted by the Warder feat. The total bonus granted still may not exceed your actual (i.e. not counting this feat) shield bonus to AC.

Two-Weapon Fighting:

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Prerequisite: Dex 15Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. In addition, you gain iterative attacks for your off-hand weapon from a high BAB just as you do for your primary weapon.NormalIf you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Improved Two-Weapon Fighting:

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Prerequisites: Dex 15, Two-Weapon FightingBenefit: You take no penalties for fighting with two weapons.

Two-Weapon Defense:

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Prerequisites: Dex 15, Two-Weapon Fighting, Parry, BAB +4Benefit: You may choose to parry an attack with more than one weapon. This uses a foregone attack from each weapon and uses the lowest attack roll among them, but gives a +5 bonus to the attack roll for each weapon after the first.

Two-Weapon Pin:

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Prerequisites: Dex 15, Two-Weapon FightingBenefit: When you take a full attack action to attack with two weapons, and hit with one weapon, make a Strength check, opposed by the Strength or Dexterity check of your opponent (using whichever modifier is higher). You get a +4 bonus for every size category you are larger than Medium or a -4 penalty for every size category you are smaller than Medium, and your opponent is entitled to the same bonuses and penalties based on his size. If you win the check, you may immediately make an attack with the other weapon (if you have such an attack left in your attack sequence) against the same target, and the target loses his Dexterity bonus against this attack.Special: Even though your opponent loses his Dexterity bonus against the attack, it does not allow you to make a sneak attack against him. (You may, however, make a sneak attack if you would qualify for it without this feat.)

Two-Weapon Trap:

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Prerequisites: Dex 15, Two-Weapon Fighting, Two-Weapon PinBenefit: When you take a full attack action to attack with two weapons, you may make, as a paired set, an attack from the sequence with each of the weapons. The opponent must divide his Dexterity bonus to AC (as well as any similar bonuses, such as Dodge bonuses or a monk's AC bonus) between the two attacks. Even if he chooses to allocate no bonus to one of the attacks, he is not considered to be deprived of his Dexterity bonus to AC.

Rapid Attack:

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Prerequisites: Dex 13, Weapon Finesse, BAB +4Benefit: Whenever you make an attack or full attack while using Weapon Finesse, you may choose to make a rapid attack instead. When making a rapid attack, replace each attack to which you would normally be entitled (except those gained from magical effects such as Haste or a Speed weapon) with a number of attacks equal to your Dexterity bonus.
When making a rapid attack, you are considered to have a strength of 10 (if it is normally higher), and so gain no strength bonus to damage or to opposed rolls and may not use any feats that require a strength of more than 10.
In addition, any weapon used in a Rapid Attack is considered to have damage of 1d6 or its usual damage, whichever is less.
Also, magical effects and bonuses to damage (such as that done by a +1 weapon or a flaming weapon) apply only on those attacks to which you would normally be entitled.
Finally, you may not deal any form of precision damage while using a Rapid Attack.

Weapon Focus:

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Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.Prerequisites: Proficiency with selected weapon, base attack bonus +1.Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.

Weapon Specialization:

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Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with the selected weapon.Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.

Greater Weapon Focus:

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Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.

Greater Weapon Specialization:

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Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +2 bonus on the damage roll with the selected weapon.Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.

New equipment rules:

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-When the Craft skill is used to repair a damaged item (or one broken with a clean break), the process takes only one day. Alternatively, the character may make a quick repair, which takes only one hour, requires half the normal raw material cost (one-tenth the item's nonmagical cost), and has a DC 5 lower than that to craft the item, but the item takes a -1 penalty to attack and damage rolls, and if magical has unreliable functioning (as a cursed item with that property). The penalties last until the item is repaired normally.
-There is a new type of weapon: A shifting weapon (+1 effective enhancement bonus) may turn into another weapon on command. Melee weapons can only turn into other melee weapons, projectile weapons into other projectile weapons, and thrown weapons into other thrown weapons. Ammunition cannot have the Shifting property. If an item can be used in melee or thrown, it can be treated as either, but not as both for a single weapon. When an Identify spell indicates that a weapon is shifting, it also indicates all available forms.
Changing the form of a shifting weapon is a standard action. When determining the price of a shifting weapon, the prices of all of its forms must be paid for seperately, but the masterwork component only needs to be paid once, and each type of special material must only be paid for once (using the form for which it is most expensive.)
It is possible to split a shifting melee weapon with a +2 or higher actual enhancement bonus into two weapons, suitable for two-weapon fighting; in this case, the pair of weapons is considered to be the weapon's form. When this is done, each magical property and enhancement of the item, except the Shifting property, applies to only one of the weapons (chosen at the time the weapon is split.)
When wielding two shifting weapons, it is possible to absorb one into the other when changing the form of the latter. The absorbed weapon gives no benefit, but is kept safe until the weapons are split again.
A True Sight spell allows the recipient to see all possible forms of a shifting weapon.

When rolling treasure, the top two numbers (for a minor item) or top number (for an medium or major item) assigned to the Flaming, Frost, and Shock properties instead indicate a Shifting weapon with 1d4+1 randomly selected forms. A randomly generated Shifting weapon will have all forms of the same special material (if any.)

A shifting weapon has a strong aura of transmutation, a CL of 15, and requires Polymorph Any Object to create.

-Shifting armor works similarly to a shifting weapon, but can also take the form of a normal set of clothes. When randomly rolling armor, rolling a 30-32 (for a minor item) or 8 (for a medium item) results in a Shifting item instead; in addition, if spell resistance of 15 or higher is rolled, there is a 10% chance that the item is also Shifting, and the spell resistance is reduced by 2.

Skill (and skill-boosting item) changes:

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-When using the Diplomacy skill to change an individual's opinion, the DC to improve the target's attitude is increased by the target's hit dice plus his wisdom modifier. This increase is not applied to the DC to avoid lowering the target's opinion. The increase also does not apply to Diplomacy checks used for purposes other than changing an individual's attitude, although DM-required Diplomacy checks to persuade someone to do something may have such an adjustment included in the DC.
-An item cannot give a bonus to a skill greater than +15 (rather than the +30 of RAW.)
-Items boosting skills involving social interaction are assumed to compensate for the result of the target being aware of the item, and therefore are capped at a +5 boost. It is possible to make an item that does not compensate for such, and thus is both half price and can give up to a +15 boost, but if the target is aware of, or even suspects, the item and its purpose the item fails to work and also creates a -5 suspicion modifier to the check.

Monk:

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The monk gets the following abilities, making him an extremely powerful anti-caster.
-level 5: Soulspell. Beginning at 5th level, a monk may designate one beneficial spell affecting her, plus one additional spell for every 4 levels after 5th, as a soulspell. Whenever an attempt is made to dispel the soulspell, the monk is allowed a Will save (with the DC equal to the DC the dispelling effect would normally have if it allowed a save) to negate the dispel.

-Avoid Impediment (Su): At 6th level, a monk gains the ability to shrug off hindrances to her mobility. Whenever she is affected by a magical effect that would be blocked by Freedom of Movement, she may make a will save once per round as a free action to remove it. If such an effect impedes her movement but she is not the target (such as a web or solid fog spell), she may make a will save once per round; succeeding on the save allows her to move normally for that round.
This does not protect against nonmagical hindrances to movement such as grappling or being underwater.

-Purity of Sight (Su): At 8th level, a monk gains the ability to see past illusion effects. Whenever she is aware of the existence of a visual illusion effect (including effects such as Blur, Displacement, or Mirror Image), she may make a Will save once per round as a free action to ignore it, as though affected by a True Seeing spell. Once an effect has been negated in this manner it remains negated, even if the target afterward leaves the monkís sight and then returns.

-Inviolate Soul (Ex): At 9th level, a monk gains immunity to possession or mental control, as though protected by a Protection from Evil spell. This effect does not grant any of the other benefits of the spell, such as a bonus to AC or saves or protection from summoned creatures.

-Purity of Form (Su): At 10th level, a monk gains the ability to recover from inimical effects that change her form, such as a Flesh to Stone or Baleful Polymorph spell. Whenever affected by such an effect, she may make one Fortitude save per round as a free action to remove it. If the effect reduces her Fortitude save bonus or would prevent her from making the save, she may roll the save as though not affected by it.

-Diamond Spirit (Ex): At 14th level, a monk gains added resistance to death spells, magical death effects, energy drain, and negative energy effects (including the saving throw necessary 24 hours after gaining a negative level). Whenever targeted by such an effect, the monk is entitled to a Fortitude save to negate it (even if she normally would not be), and may add her Wisdom bonus to the saving throw.

-Superior Reflexes (Ex): At 16th level, a monk using a delay action may choose to interrupt another characterís action with her turn (as though she had readied the interruption, although she may use a full roundís worth of actions rather than just a single standard or shorter action.) After the interruption is finished, the interrupted character finishes his action if still able to do so. The monkís new initiative count becomes that of the interrupted character, and she acts immediately ahead of the interrupted character.

-Resolute Strike: At 17th level, when a monk attacks, with an unarmed strike or natural weapon, a target protected by a deflection bonus, he may make a Will save (DC=10+2Xdeflection bonus). If the save is successful, the attack ignores the deflection bonus. (If the save fails, the attack resolves normally.)

-Empty Body is improved: While ethereal, the monk may use Abundant Step at will, but each usage counts as an extra round spent ethereal. The ethereal state may be entered or exited as a free action.

Fighter:

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The fighter now gets a bonus feat at every level not divisible by 3 instead of first level and every even level.

Barbarian:

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The barbarian gains a special ability at 10th level, and once every 3 levels afterward (just like a rogue). The barbarian's abilities can be chosen from the following list. Unless otherwise noted, these abilities may only be used when raging and each one may only be taken once:

Grappler:

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If the barbarian attempts to begin a grapple, and the provoked AoO does damage, he may make a Fortitude save, with DC equal to the damage done, to continue with the grapple anyway. In addition, the barbarian gets a +4 bonus to his grapple checks, increasing to +6 at level 11 and +8 at level 20.

Throw:

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The barbarian may, as a full-round action, lift above his head an item weighing up to twice his maximum load. The following round, he may spend a full-round action to throw the item as an improvised thrown weapon.
This requires an attack roll, with a penalty depending on the weight of the item: An item weighing up to the barbarian's light load takes only the -4 penalty for an improvised weapon, an item weighing more than his light load takes an additional -3 penalty for -7 total, an item weighing more than his medium load takes an additional -3 penalty for -10 total, and an item weighing more than his heavy load takes an additional -5, for a total penalty of -15 to the attack roll. An item larger than the barbarian himself always takes the full -15 penalty.
If the item hits, it does damage as though hurled with the Telekinesis spell (if it is too heavy to be hurled with that spell, it deals the damage such an item would do if it were possible), with no special rules for weapons.
A barbarian with both this ability and the Grappler ability may, as a full-round action, use a Grapple check to lift a grappled creature no larger than himself above his head (provided its weight is not too high); if the creature does not escape by the next round, he may throw it as he would throw an item.
A thrown item that hits a structure or structural feature that is not freestanding, it does no damage. Instead, the item makes a strength check to break the item, with an effective strength bonus equal to 1/10th the damage it would have done (rounded down). If the barbarian has the Break Item special ability, the bonus from the ability applies to this roll.

Break Item:

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The barbarian adds +2 to strength checks to break items. This bonus increases to +3 at level 11, and +4 at level 20.

Improved Power Attack:

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When the barbarian uses the Power Attack feat, he adds 25% to the total damage increase from the feat. This ability may be taken more than once.

Battle Rush (borrowed and slightly modified from Ashtagon's idea in this thread):

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If the barbarian inflicts melee damage to an enemy that threatens him at the beginning of his turn, he gets temporary hit points equal to half the damage done. These temporary hit points are lost first as usual, and automatically vanish at the end of the rage.

Desperate Rage:

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If the barbarian's hit points are equal to less than the amount gained from his rage through an increased constitution score, then the bonuses to Strength and Will saves from the rage are doubled for as long as this state lasts. Numerical bonuses from the Grappler and Break Item abilities are doubled as well.

Unstoppable:

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If the barbarian is at 0 or fewer hit points, he may make a Fortitude save, with DC equal to the negative of his hit points, to resist all effects of his low hit points (being disabled, dying, or dead). Even if the Fortitude save succeeds, any strenuous action still deals one point of damage, as it would for a disabled character or a dying character with the Diehard feat. He must make the Fortitude save every time he takes damage (including the damage that puts him at or below 0 hit points), as well as once per round at the beginning of his turn. For purposes of this ability, nonlethal damage is treated as if it were a direct reduction of the barbarian's hit points.

Feat: A barbarian may gain a bonus feat instead of an ability. This feat must either be Power Attack or have Power Attack as a prerequisite, and applies even when the barbarian is not raging. This choice may be taken more than once.

Paladin:

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The paladin now gets a bonus feat at 2nd level and every 6 levels afterward, in addition to his existing abilities.

The paladin's Smite Evil is boosted by the following changes:

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1. The paladin may Smite Evil with a ranged attack just as he would with a melee attack.
2. The paladin gets one use of Smite Evil per level, rather than the progression given in the PHB.
3. As a full-round action, the paladin may make a single melee (but not ranged) attack, and apply multiple uses of Smite Evil to it, up to a maximum of one-fifth his total uses for the day. The damage bonuses from the different uses stack, but the Charisma bonuses to the attack roll overlap. Because this is only a single attack, even though it is a full-round action, it may be used from a moving mount (provided it is used at the end of the move).

Blackguard:

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The blackguard's Smite Good is boosted by the following changes:
1. The blackguard may Smite Good with a ranged attack just as he would with a melee attack.
2. The blackguard gets one use/day of Smite Good per level, rather than the progression given in the DMG.
3. As a full-round action, the blackguard may make a single melee (but not ranged) attack, and apply multiple uses of Smite Good to it, up to a maximum of one-fifth his total uses for the day. The damage bonuses from the different uses stack, but the Charisma bonuses to the attack roll overlap. Because this is only a single attack, even though it is a full-round action, it may be used from a moving mount (provided it is used at the end of the move).

Ranger:

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Favored enemy change:

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Whenever a ranger chooses a new favored enemy, or increases the bonus to an existing favored enemy, he may choose, in addition to the standard bonuses listed in the PHB, one of the following features, which then affects all attacks against such creatures (or attacks by such creatures, in the case of a defensive bonus):
1. Sneak attack 2d6. This works just as the rogue ability of the same name. If the favored enemy type is naturally immune to sneak attacks (such as oozes or undead), it is still subject to this sneak attack (unless the creature is protected from sneak attacks in some manner as well). This ability may be chosen more than once, and the effects stack. (If a creature falls into two categories of favored enemy, however, the effects from the two categories overlap.)
2. Superior critical. The ranger automatically confirms all critical hits against the favored enemy. If the favored enemy type is naturally immune to critical hits, the ranger may affect them with critical hits anyway (unless the creature is protected from critical hits in some other manner as well).
3. The ranger gets a +4 dodge bonus to AC against attacks by such creatures, and a +4 bonus on all saves against abilities granted by a race of the favored enemy type or a template that changes the creature's race to that type. The save bonus applies regardless of whether the creature is actually of that type; a ranger with Abberration as a favored enemy would get a bonus against the spell-like abilities of a half-dragon aboleth even though it is a dragon rather than an aberration.
This ability may be taken more than once; the effects stack. (If a creature falls into two categories of favored enemy, however, the effects from the two categories overlap.)
4. The ranger's attacks are automatically considered to have a particular property for purposes of bypassing the damage reduction and regeneration of the favored enemy, or of something that gained such a property from being of a race of that type (even if it does not have the type due to a template). The property depends on the selected creature type:

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Construct: Adamantine
Dragon: +2 to magical enhancement bonus (so a nonmagical weapon is considered magical, and a +4 or better weapon is considered epic).
Elemental (Earth): Bludgeoning
Fey: Cold Iron
Giant: Fire or acid (this is randomly selected when the ability is chosen, and may not be changed.)
Magical Beast: +2 to magical enhancement bonus.
Monstrous humanoid: +2 to magical enhancement bonus.
Outsider (Chaotic): Cold Iron. If the ranger is lawful-aligned, the attack is also considered to be lawful-aligned.
Outsider (Evil): Cold Iron or Silver or +2 to magical enhancement bonus (choose one when this ability is taken; it may not be changed. This ability may be taken up to three times to get the others.) If the ranger is good-aligned, the attack is also considered to be good-aligned.
Outsider (Good): +2 to magical enhancement bonus. If the ranger is evil-aligned, the attack is also considered to be evil-aligned.
Outsider (Lawful): Chaotic. This requires the ranger to himself be chaotic.
Outsider (any elemental): +2 to magical enhancement bonus.
Undead: Bludgeoning
Other enemies: This ability may not be taken for such enemies.

If an enemy belongs to more than one favored enemy category, the effects may all be applied, but increases to effective magical enhancement bonus do not stack.
5. A +10 bonus to all knowledge checks regarding creatures of the favored enemy type. A knowledge check to which this ability applies is always considered trained. This may only be taken once for each favored enemy, and the effects overlap for a creature falling into more than one favored enemy category.

Combat Style change:

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When a ranger reaches 2nd level, he may pick one feat to be the "root" of his combat style. This feat must be available as a bonus fighter feat, and must have either have a Dexterity prerequisite or either be Point Blank Shot or Mounted Combat or have one of them as a prerequisite, or be Combat Reflexes or Improved Unarmed Strike or Weapon Finesse.
At second level, sixth level, and eleventh level, the ranger may get any one feat that is marked as a bonus fighter feat and has the root feat as a prerequisite (or is itself the root feat). He must fulfill all prerequisites other than possession of the root feat.
Feats gained through this ability may only be used when wearing light armor or no armor. If a ranger later takes the feat normally, he may immediately replace it with another eligible feat.

-Balance is added to the ranger's list of class skills. If he takes 5 ranks in Jump, Swim, or Climb, he may use his Dexterity modifier instead of his Strength modifier as the key ability for that skill, and he gains a swim speed (for Swim) or climb speed (for Climb) equal to half his land speed, with all the associated advantages.
-The ranger is proficient with the net as well as all simple and martial weapons.
Level 1: The ranger gets Fast Movement just like (and overlapping with) the barbarian ability.
Level 3: The ranger may hide after attacking as a free action, and may do it even within 10' of his enemy. He still takes a -20 penalty.
Level 5: The ranger gets Blind-fight as a bonus feat.
Level 7: The ranger gets the Camouflage ability at this point instead of level 13.
Level 13: The ranger may hide in plain sight, but takes a -20 penalty on the Hide check to do so.
Level 17: The ranger takes no penalty to hide after attacking or to hide in plain sight.

Rogue:

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The rogue adds the following to the list of available special abilities gained at level 10 and every 3 levels afterward:
-Expanded Sneak Attack (Ex): The rogue may sneak attack from up to 60 feet away (rather than the usual 30).
-Hide in Plain Sight (Ex): The rogue can use the Hide skill even while being observed. This requires a move action, and the Hide check is made at a -10 penalty. The rogue likewise only takes a -10 penalty to her hide check (rather than the normal -20) when sniping. In addition, the rogue can hide without cover or concealment, but takes a -10 penalty (which stacks with all others) to the Hide check when doing so.